Showing posts with label Skills. Show all posts
Showing posts with label Skills. Show all posts

Saturday, January 28, 2017

JAGS dice rolling: Skills, Attributes, Resistance, degrees of success/failure

JAGS is a free downloadable universal role-playing game found at http://mchacon8.wixsite.com/jagsrpg. It also can be purchased in book form.

Test played Reviews: JAGS Revised
JAGS: NPC list & skills
JAGS: Creating wild west creatures
JAGS: A) OGL 5e SRD conversion to JAGS
JAGS: first batch of directly converted wild west creatures
JAGS melee reach
JAGS: Difficulty Modifiers in more common language
JAGS dice rolling: Skills, Attributes, Resistance, degrees of success

JAGS wild west bestiary

Dice Rolling for Skills, Attributes, and Resistance

After looking at weapon reaches and difficulty modifiers I want to look at roll mechanics for skills, attributes, and resistance as well as the degrees of success or failure. I also want to rearrange the order of the degrees of success chart found on p 19 of JAGS Revised.

Basic mechanic of rolling

Roll 4d6 (6s = 0) add up all the numbers = a number between 0 and 20


  • Target Number - roll less than or equal to that number to succeed.
  • Modifiers for difficulty alters the target number.
  • There are degrees of success or failure.


Skill or Attribute check

Roll equal to or under the number.
What does a success, failure, or degree mean?

Resistance

Resistance roll is whoever makes it by the most or tie.

Degrees of success/failure

Here is my rearrange of the degrees of success for JAGS to make it easier for me to read. I put the critical success on top and the minor success in the middle. I also order it from the bottom critical failure up to critical success.

Term What it is
Critical SuccessRoll 10 or more less than target number
Major SuccessRoll 5 to 9 less than target number
Success & minor successRoll 0 to 4 less than target number.
Failure & minor failureRoll 1 to 4 more than target number
Major failureRoll 5 to 9 more than target number
Critical FailureRoll 10 or more than target number


Saturday, June 4, 2016

ABS12: New species, description changes

I removed the speed that was counted double from fighters and thieves. Therefore fighters get 3 build points and thieves get 2 build points to buy verb actions.

I added some more species such as centaurs, scorpionfolk, lizardfolk, giant spider, etc.

In addition I attached the alterations to turn species into different types of that creature. Included is turning any species int a fighter, magic user, healer, and thief by stacking a few more points on top of the regular species stats. This is good for named or main boss type species. I plan on doing more in the future if it turns out okay.

Excuse the naming for alterations. I wasn't feeling creative: fightify, magicify, thiefify (whoops) even misspelled it), and healify. I'm just trying to make all alterations have an 'ify' suffix for now, to keep me from confusing it with the humanoid section.

[Click picture to enlarge]


ABS12: PL0 info added

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

I added PL0 to the charts that I recently made.

Also I adjust this info near the bottom with the encounter information.

0 PL, 0DL represents an unlearned species. Only gives 1 to life, speed, and defense as well as the basic weapon, natural weapon, armor, and essential functional verbs not derived by training or development. Do not add any verbs derived from any kind of training. They do not receive such basic training until PL1.



Friday, June 3, 2016

ABS12: PL base statistics

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

Instead of listing every creature by power level, I'd like to experiment having a base skill core for all creatures - which already is in the design - and create all the non-human's descriptions so that they can be created at any PL. Then I'll remove the PL encounter lists that I made per PL, leaving somewhat simple calculations.

I'll also need to make a conditions list such as zombify.

For now, I'll put the top one visual near the description list on top. And the numerical chart will go near the bottom near the entire the entire description list.




A Basic System 12 (ABS12)
Index of my blog

Thursday, June 2, 2016

ABS12 Special Verb Skills update

All the changes from this page will be added to the complete master game page at A Basic System 12 (ABS12).

New version number
If you haven't  noticed, I upped the version now to 1.04 including everything changed or added last week. The current version is much larger than the last version update. I've added the rules and explanations for special verb actions & combat, differentiated description skills, added a build point system, readjusted a few descriptions, opened the game to non-humanoid player characters, made a goal to help decrease rolling against oneself, wrote a large amount of text for the anatomy of verb skill formulas, created a situation roll adjective table, created a damage roll table, and added these special verb skills.

Also at the bottom of the page for the list of updates, I put in version numbers where they change.

Moved Synonyms
I had pasted the synonyms into the middle of the fact generator section. I now moved it up to its proper place below the solo engine.

Special Verb Skills update
I finally got around to adding these explanations to the special verb skills section. They are from the non-humanoid encounters, and can be used as magic user spells.

immune - when the threat of being harmed by a substance or force, the character has greater resistance or immunity to such instances.
corrupt stare or touch - an attack that damages the soul, life force, or spirit.
drain touch - siphons life damaging the target and absorbing the increasing the attacker's life by the same amount.
fear - if successful and the target loses the roll, they will turn and flee.
firecone - a flaming spray that goes in one direction straight. Each PL increased extends the range one more increment as well as one more damage.
poison - a substance capable of causing illness or death to the target: venom & toxin.
disease - attacks a specific organic system with symptoms without physical injury: illness, sickness, ailment, infection, plague, virus, blight, cantagion.
acid - a dissolving substance.
petrification - organic matter begins to harden and turn to a hard substance such as stone.


A Basic System 12 (ABS12)
Index of my blog

Sunday, May 22, 2016

ABS12 PL1 Creature Species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

New version number
If you haven't  noticed, I upped the version now to 1.02 including everything changed or added last week. The current version is much larger than the last version update. I've added healing rules, revised the thief, added a character sheet, added more Description Verbs (skills) including new natural weapons, and added PL0 and PL1 non-humanoid creature encounters.

PL1 Creatures

To round out the standard creatures for power level 1, these will be the non-humanoid creatures that most games have.

The Beetle and Wood Golem will be that main end boss type creature.
Zombies of PL0 creatures should add usability to creatures and humanoids.

Description skills
I also have to add the skill information for these creatures.
smash/slam - using fists or other appendages to forcefully attack a target.
song - this is a magical song which has some effect on another character.
splinters - ejecting several dozen razor sharp shards of wood.
trample - walking or running over another character.

A Basic System 12 (ABS12)
Index of my blog

Wednesday, May 18, 2016

ABS12: PL0 non-humanoid Creatures, list of humanoid species

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

PL0 Creatures

To round out the standard creatures for power level 0, these will be the non-humanoid creatures that most games have. I may make some unique creatures for this game if I can.

The Drakeling will be that main end boss type creature.
Giant ants  and bats will be the tougher creatures.
Imps and Ghouls will have damage over time bites and stings.

Humanoid Species

For humanoid species use the stats for the Descriptions for PL0 - Fighter, Magic User, Thief, Healer - which are already on the game document.

Humanoid species include humans, orcs, dwarves, elves, halflings, gnolls, goblins, kobolds

Description skills

I also have to add the skill information for these creatures.
aware - because of increased senses and focus, the species has greater awareness of surroundings.
dig - this species can dig much faster than normal.
climb - this species has the ability to climb surfaces more easily.
fly - this species can fly at an increased speed. When in flight, add the speed amount to the defense.

A Basic System 12 (ABS12)
Index of my blog

Tuesday, May 3, 2016

Latest additions: description levels, fireball, PL 0, 1 encounters

All the changes from this page will be added to the master game page at A Basic System 12 (ABS12).

Latest rule additions
Here are the latest additions added to the current ABS12 system. See the page for the complete system so far.

Description Levels
Much like PL, a description will have levels called Description Levels (DL). The Description Level chart shows titles that may be assigned to the description. The DL is also the description bonus which modifies actions that fall under the descriptions.

Speed- the speed of a character used for Initiative and movement is PL + bonus from description (if no bonus is shown then there is no bonus).

fireball- the magic user summons a fireball that is thrown at opponents. The range difficulty is used to see if the magic user can target the opponent accurately. They must equal or exceed the difficulty target number.

EP for failed and successful skill attempts
Failed skill attempts give 1 EP per degree of difficulty beginning at 1EP for Very Easy to 6EP for impossible. Successful attempts give double, 2EP per degree of difficulty beginning at 2EP for Very Easy to 12 EP for impossible.

PL 0 Opponents
Fighter; 2PL life; 4PL defense; 3PL speed; 4PL damage; 0 PL rescue gives +2 defense
Magic User; 0.5 PL life; 1PL defense; 1PL speed; 1PL damage; 0PL fireball 6PL damage [or maybe 1d12/2]
Thief; 0.5 PL life; 2PL defense; 3PL speed; 3PL damage; 0 PL covert attack 3PL damage[or maybe 1d12/4], +3 covert
Healer; 0.5 PL life; 3PL defense; 1PL speed; 2PL damage; 0 PL life heal +6

PL 1 Opponents
Fighter; 3PL life; 5PL defense; 4PL speed; 5PL damage; 1 PL rescue gives +2 defense
Magic User; 1 PL life; 2PL defense; 2PL speed; 2PL damage; 1PL fireball 6PL damage [or maybe 1d12/2]
Thief; 1 PL life; 3PL defense; 4PL speed; 4PL damage; 1 PL covert attack 3PL damage[or maybe 1d12/4], +4 covert
Healer; 1 PL life; 4PL defense; 2PL speed; 3PL damage; 1 PL life heal +6


A Basic System 12 (ABS12)
Index of my blog

Saturday, April 30, 2016

Attributes, skills, and special gifts


Scope

For another series, I wanted to focus on how gamer developers have made the decision to record statistics such as attributes, skills, advantages/gifts, and disadvantages - the modifiers related to characters directly. The actual numbers (values) will not be considered, which are being looked at the Dice, cards, and probability series. However, formulas that show how they interact with each other will be examined. The post will not look at situation modifiers - modifiers related to influences outside the character or due to the environmental situation.

As foundation, first looking at the terms and concepts will first be analyzed. Then formula variations of the elements effecting performance are listed. Finally, a model showing the relationship of popular attributes is presented.

Terms

attribute - normally represent innate or inherent features and characteristics of the nouns being considered, that cause something else to perform in a certain manner.

attribute, characteristic, aspect, trait, quality, fact, point, statistic, stat, feature, element, detail, particular, consideration, facet, specific, part, unit, component, angle, slant, hallmark, mark, sign, distinction

skill - an ability, which can be learned, to do something well.

skill, skill set, expertise, knowledge, proficiency, adeptness, adroitness, deftness, ability, prowess, mastery, competence, capability, aptitude, accomplishment, facility, talent, know how

gift - unusual natural ability or talent.

gift, talent, advantage, flair, forte, specialty, knack, brilliance, touch, genius, endowment, edge, superiority, dominance, ascendancy, supremacy, asset, benefit, blessing, virtue, pro,  plus

flaw- a mark, fault, or other imperfection that impears a character
disadvantage, flaw, downside, snag, hindrance, weakness, defect, fault, con, trouble, problem, complication, difficulty, blemish, imperfection, inadequacy, shortcoming, limitation, failing, deficiency, failing, glitch, minus


Formula Variations

attribute

attribute + skill

attribute + skill + gift - flaw

attribute + gift - flaw

skill

skill + gift - flaw

gift - flaw

Several variations of which and what factors affect character performance depend on which of the above elements are available in a given game system.

Categorized Chart of Attributes for RPGs ver 1.0

This model I present as a means to show attributes used in different RPG game systems. I have color coded the areas of life using primary colors of red, blue, yellow, and plus white. Secondary colors are used for resources for those areas of life, which are connected to and touching the other attributes of the area in green, purple, orange, and magenta.

Grey is used for defense and aqua for luck.

I have place the attributes in columns.

The first column in the circle is an overall rating for level or challenge rating. In a few games, this is the only statistic which represents the character's entire abilities and power.

The second column in ovals breaks the overall rating down to body, mind, soul, social, defense, and luck. Not all games use all of these. Some use only three and then derive the others from the three.

The third and fourth column in parallelograms lists some names for attributes and alternative names.


The fifth column in squares lists approaches from FAE which describe "How" something is performed.




A Basic System 12 (ABS12)
Index of my blog